attribute vec4 vertex;
attribute vec3 normal;
attribute vec4 texCoord;
attribute float bones;
attribute float weight;

uniform mat4 skin[35];

void main()
{	
	vec4 pos = skin[bones] * vertex;
	
	gl_TexCoord[0] = texCoord;
	gl_FrontColor = gl_Color;
	gl_Position = gl_ModelViewProjectionMatrix * pos;
}